April 26, 2017

AR, VR Lead Top Tech Trends Discussion | ALA Midwinter 2017

LITA Logo

The LITA Top Tech Trends panel at ALA Midwinter covered augmented reality, virtual reality, trends in teaching and technology, gamification, community driven technology innovation, and more.

Introducing VR | Field Reports

ljx170201newsFieldReports

To support the changing needs of faculty and students researching mass media, popular culture, and video games, the University of North Texas (UNT) Media Library, Denton, began developing a game collection in 2009. This collection first included console games and in-house access to gaming PCs and then grew to include tabletop games in 2010. Because virtual reality (VR) headsets and devices are a natural fit, we included VR equipment on our wish list until 2015, when we finally had funding for an Oculus Rift DK2 ($350).

What’s After Pokémon Go? Explore Augmented Reality Sept 13 | SLJ ISTE Webcast Series

This fall series, sponsored by littleBits, explores the education technology topics educators are talking about this school year, from virtual reality and STEAM to popular culture and digital literacy.

What’s After Pokémon Go? Explore Augmented Reality Sept 13 | SLJ ISTE Webcast Series

This fall series, sponsored by littleBits, explores the education technology topics educators are talking about this school year, from virtual reality and STEAM to popular culture and digital literacy.

University of Oklahoma Expands Networked Virtual Reality Lab

OVAL with architecture students

Developed by the University of Oklahoma Libraries’ Innovation @ the Edge staff and launched early this year, the new Oklahoma Virtual Academic Laboratory (OVAL) is already hosting interactive coursework for students enrolled in architecture, interior design, chemistry and biochemistry, art history, English, journalism, and library and information science classes.